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Age of Sigmar/Tactics/Warscrolls Compendium/Dwarfs
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===Heroes=== '''Warden King on Throne of Power:''' Great melee damage (before saves, an average of 5.3 damage at rend 2, plus 1.5 damage with no rend) and survavility (8W, 4+ rerollable save). Lets you reroll all wound rolls against any enemy unit you choose, or three of them if you lost against his commander before. Combined with the Dwarf war machines, you can almost always kill the most troublesome enemy monster or hero before it even gets close, so it's pretty great. His Command Ability lets all Dispossesed units within 8" of the king make 1 more attack with their melee weapons. That can be awesome, but his big base size and his low Move (4" like every other Dwarf, but he doesn't get a Musician to always run 4") makes difficult to use its ability where it's most needed. Overall a good Hero, but a little underwhelming for someone who gets carried to combat in a throne lifted by four guys. '''Runelord On Anvil Of Doom:''' When a runelord makes babies with piece of dorf artillary, the anvil of doom is born. Thoreks stats apply both to himself and all generic Anvils of doom now. Its basically a magical weapons platform similar to the empires lunermark. Thorek has suped upabilties of a regular runelord, able to unbind 2 spells as opposed to 1 (with a 2+ modifier to unbind rolls. Is able to strike 2 runes intead of 1 if he is within 4" of his favorite whipping boy Kraggi, who can also unbind a spell (Without the 2+ modifier mind you) and re roll if your (Joke rule incoming!) younger than your opponent. Thorek has three runes at his dispossal, Hearth and home: which means a selected unit does not take battleshock. Oath and steel (Exactly the same as Mystic shield) and Wrath and ruin(Exactly the same as Arcane bolt). on the face of it that might seem a little dissapointing but bear in mind that Thoreks runes all have a 24" casting range (4" more than the average archer) AND runes cannot be unbound like spells AND he and his guards arent all that bad in combat. So basically youve got yourself a spell blocking, self defending, Piece of artillary that can deal out D3 unblockable wounds with no more effort than two rolls of above 1. Not Bad. the only problem is the damn thing can only move 1" and cant charge. So make sure you have a good think about where you set it up. '''Apprentice Runesmith:''' Buffs the Runelord On Anvil Of Doom & can unbind a spell. nuff said. '''Far-Ranger:''' Still brewin' the best stuff. 5 wounds, 4+ save, 4 3+/3+/-1/1 attacks, 3+/4+ crossbow, so not bad but not great as a combat hero. Pretty useful, because he lets you place himself and up to 1 unit of Quarrellers (his famous Rangers) anywhere more than 9" from the enemy, spending their move, any turn after the first. Given that Quarrellers range is 20", take 30 of them (to lose some and still get double shooting) and fire 61 bolts to whatever you want. That's some 16 wounds before saves, so you can wipe out war machines and lightly armored units, or put the hurt on monsters and heroes. If you positioned the drunkards outside charge range, you'll force your opponent to change his plans to deal with them, or face rains of bolts each turn. He also heals D3 wounds to himself or a Dispossessed Hero within 4" each turn (not so good, he'll be far from them, and he's not that important after the ambush), and adds +1 to his Bravery and that of all Dispossessed units within 4" (but only if you are holding a drink, so he also gives you an excuse to booze). '''Thane with Battle Standard:''' This guy's weird. Like any other BSB, he can plant his standard and grant effects to your guys. This one makes all Dorfs within 18" immune to Battleshock, which is pretty neat, and also lowers casting rolls for enemy Wizards by 2.
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